Room tile based procedural generation of levels on a per-run basis
Procedurally generated room sequences are bookended by fixed sections (boss/campfire rooms and shortcuts)
Levels contain critical path alongside optional side rooms/routes to explore for potential loot
Following the critical path, players will reach a consecutive series of campfire rooms
These provide opportunity to configure loadouts and fast travel to discovered campfires
Rooms between campfires are hostile, with combat encounters and some platforming
Procedural Generation limits to a minimum and maximum number of hostile rooms between
campfires, preventing level layouts that are either too long or short
Typical structure for critical path of a level:
First campfire (level start point)
First series of hostile rooms (selected and placed procedurally)
Second campfire (midpoint)
Second series of hostile rooms (selected and placed procedurally)
Third campfire (pre-boss room)
Boss Room
Level Exit (Leads to next level start)
Progression
Level Progression
Obstacles within the level (ie a locked door along the critical path that requires a diversion to find a key) are permanently cleared once solved
Each level has at least one of these to make subsequent runs through the level faster once the player has made it deep into that level before
Bosses die permanently after first clear
A second departure destination is permanently unlocked after discovery about halfway into the game, allowing the player to begin future runs from further in
Backtracking routes that allow a level skip are permanently unlocked once discovered
Player Progression
NPCs retrieved from a level return to village permanently, offering their services before departure on subsequent runs
Spell Stones and slots are permanently unlocked
Resting at a campfire allows the player to ‘bank’ resources found (couriers/birds relay resources to the village - moles for ground levels and birds for castle levels?)
Environments
Hub Area - Feline Tribe Village
Small, impoverished settlement cobbled together from scraps, develops over the game
Training Ground (area with straw dummies) that acts as opening and tutorial area for first run
Tutorial area becomes an optional area to return to on subsequent runs
Village Centre for prep before runs (npc vendors/treasurers etc)
Village develops alongside progression, adding new vendors and facilities
Departures Area for starting new run, player exits village and sets off on journey
Progression milestone allows for selection of new departure destination that starts runs at a later point
1 - Infested Tunnels
Outskirts of rat-infested territory
Maze-like network of muddy, burrowed tunnels, characterised by bone structures • Inhabited by animalistic, outcast rats
Enemies use bone weapons
Can find and rescue the Merchant during this level
Boss - Hog Rider
Chamber fashioned into a colosseum.
leading up to the encounter, player is coaxed towards the colosseum entrance by small rats that continue to move back as the player approaches
The rats have trapped a larger animal (hog) and use it as a beast for gladiatorial entertainment (slaying the creature causes the crowd to flee in terror)
Level exit through the beast’s chamber, behind arena
beast’s chamber contains a sewage run off point that was being used to provide it water
in its cage - explains its crazed/enraged state
creature was too large to fit through bars but player fits through easily, leads to start of
second area
2 - Noxious Sewers
City’s sewage turned noxious as a result of rat infestation
Inhabited by monstrous rats that terrify even the rest of the infestation
They inject themselves with ‘sewage serum’, which chemically enhances them • Can find and rescue Smith Apprentice during this level
Boss - Sewer Assassin
A freakishly large, crazed sewer rat with mechanical/chemical augmentations, attacks anything on sight
Can hear its twisted cries echoing out on occasion during the level
Introduced by jumping down and killing another rat before turning to the player (is this now just the same as the hog killing the rider?)
telegraphs attacks when mechanised serum injections push into its body
After boss, short diverging path leads to new permanent departure unlock that begins future runs at this point
Exit the sewers and arrive above ground, in the old feline town
3 - The Under City
Urban area inside city walls, beneath the castle - medieval town aesthetic
A run down shell of former self
Level design goes in and out of houses, with piles of rubbish/collapsed floors forcing player
to navigate multiple floors to reach exit on other side
A shorter level, primarily focused on a few mid scale combat encounters
Inhabited by the lowest of the infestation’s accepted society (city rats)
enemies wear oversized feline armour/weapons
Boss - Suit of armour
In courtyard at foot of castle gates
A giant suit of armour once worn by a legendary feline knight/guard is slumped against the gate
swarm of many small rats scurry into the suit, beginning the encounter
A fight against a foe that gets progressively smaller but faster as the player knocks off the
extremities of the rat cluster bit by bit
with each piece of armour knocked off, chunk of the swarm disperses
defeating it grants player access to the castle
4 - The Crumbling Castle
At beginning of the level (first campfire room), diverging path leads back down into the
sewers, opening connection to second departure destination unlocked at end of level 2
Allows player to skip straight to beginning of level 4 after short walk through fixed sewer
zone with few enemies
Main section takes place in heights of old feline castle, parts of which are beginning to
crumble down to the ground below, crushing smaller buildings
Steampunk elements, more architecturally grand than previously areas despite decay
Enemies use steampunk weaponry and mechanisms
Critical path moves up the castle with the player searching for a new elevator on each
different floor to move up
Each elevator accompanied by campfire
Boss - Scientist
Rat at top of third elevator, enter lab room with giant looking glass and astronomy equipment among others
Boss fight against scientist rat that developed Spell Stone harnessing tech with Grandsmith
Fights like a mage by using the stones
Mirrors player by having access to the same spells, among others
Drops unique spell stone that gives access to boss’s signature move - Can rescue the Grandsmith from backroom after defeating boss
Defeating boss allows access to larger lift, which goes both up to level 5 and back down to the beginning of level 4, allowing the player to skip level 4 in future runs
5 - Palace/Throne Room
A short, fixed level that goes through the palace and into the throne room
Enemies are guards with similar equipment to enemies found in level 4, but with
technological innovations involving the magic stones that make them more dangerous
Tough encounters akin to mini-bosses
Implied that the boss from level 4 was developing Spell Stone technology to equip the palace
guards
Final Boss - undecided
Perhaps a fat cat disguised as rat king, maintaining dominion over infestation to satisfy own gluttony
Killing the cat could lead to the player taking their place and restarting the cycle (might be a bit too like the souls formula)